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The Study on Change in Sex-Related Knowledge and Attitude through Sex Education : focusing on the 1st grade students in girls' junior high schools (성교육 실시에 따른 성지식, 성태도 변화 연구 -1학년 여중생을 대상으로-)

  • 계수연;문인옥
    • Korean Journal of Health Education and Promotion
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    • v.16 no.2
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    • pp.137-155
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    • 1999
  • The purpose of this study was to assess the effect of sex education on knowledge and attitude related to sex. The subjects were taken from by 199 students in 3 classes from 1st grade in H girl's junior high school as the study group, and 2 classes from 1st grade in S girl's junior high school as control group. During the survey period(September 21, 1998 to September 30, 1998), 6 times in terms of one-hour class for sex education were taught to the study group. A pre-test was executed on September 19, 1998 and the post-test on September 30. The findings were as follows. 1. According to the research, 20.1% of the subjects have experienced sex education from parents and 89.9% from teacher. They have mostly obtained the sex-related information from teachers(59.8%), following movie, radio, TV, or video tape(40.7%), friends(35.2%), reading materials such as books, cartoons, news papers and magazines(31.7%), parents(15.6%), siblings(7.0%), PC(1.5%) and telephone service(1.5%). 2. 27.1% of the subjects reported that they had sex-related worry concerning from friendship with the opposite sex, following physiological phenomenon(31.5%), sex violence(11.1%), physical characteristics(7.4%), VD and contraception(5.6%), sexual impulse(5.6%), pregnancy and delivery(5.5%), and sexual behaviour(3.7%). The research showed that the adolescents usually solved their problems through the consultation with theifriends(44.4%). However, 16.7% of the subjects were turned out not to request any solution. The other minor routes to settle their problems were written materials such as books, magazines(13.0%), parents(13.0%), movie, radio, TV, or video tape(5.5%), acquainted female elders(3.7%) and teachers(3.7%). 3. The most interesting part regarding sex was the friendship with the opposite sex(61.8%), following adolescent's emotion(55.8%), physiological differences between two genders(52.8%), AIDS(48.7%), VD(46.7%), pregnancy(45.2%), contraception(45.2%), abortion(41.7%), intercourse(41.7%), masturbation(41.2%), sex violence(41.2%) and genital structure and secondary sexual characteristics(28.6%). 4. In regard to characteristics of the subjects influencing sex-related knowledge, the higher educational career of mother, living with at least either parent and the experience of sex education by teachers were statistically significant factors(p〈0.05). 5. In regard to characteristics of the subjects influencing attitudes toward sex, the experience of sex education by parents or teachers was a statistically significant factor(p〈0.05). 6. The analysis of knowledge score comparing results before and after sex education showed that control group's score decreased from 12.5 to 12.44 while the study group's score increased from 12.33 to 21.31, which was statistically significant(p〈0.001). 7. The analysis of the attitude scores before and after sex education showed that the control group's score slightly increased from 55.57 to 56.36, while the study group's score increased from 54.79 to 61.95, which was statistically significant(p〈0.001). 8. The level of sex-related concerns of the study group after sex education marked both the increase in some items and the decrease in others. 9. Most instructive session among the sex education was the third “to be a good friend to the opposite sex”(27.0%).

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Problem-Finding Process and Effect Factor by University Students in an Ill-Structured Problem Situation (비구조화된 문제 상황에서 이공계 대학생들의 문제발견 과정 및 문제발견에 영향을 미치는 요인)

  • Kang, Eu-Gene;Kim, Ji-Na
    • Journal of The Korean Association For Science Education
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    • v.32 no.4
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    • pp.570-585
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    • 2012
  • The Korean national curriculum for secondary school emphasizes scientific problem solving. In line with the national curriculum, many educational studies have been conducted in relation to science education. The objects of these studies were well-defined and well-structured problems. The studies were criticized for overlooking ill-defined and ill-structured problems. Some research has dealt with problem finding in ill-structured problems, which is related to creativity. There is a need for a study of scientific problem finding process in an ill-structured problem situation, because this study will help teachers wanting to teach scientific problem-finding in an ill-structured problem situation. The objective of this study was to conduct an empirical study on the scientific problem finding process in an ill-structured problem situation. One task of scientific problem finding in an ill-structured problem situation was assigned to 92 university students; thereafter, 32 of them participated in the research through interviews. Results indicated that the scientific problem finding process depended on initial clues and tentative solutions. Initial clues were affected by students' experiences, such as major classes, films, and novels. Tentative solutions were influenced by background knowledge of the tasks. Students screened information browsed on the Internet. They applied some standards for selection, particularly emphasized reliability standards, which are supposed to be studied in other contexts. All the students used assumptions to make their problems appear probable, which could be a useful tool to articulate.

Simulation and Measurement of Signal Intensity for Various Tissues near Bone Interface in 2D and 3D Neurological MR Images (2차원과 3차원 신경계 자기공명영상에서 뼈 주위에 있는 여러 조직의 신호세기 계산 및 측정)

  • Yoo, Done-Sik
    • Progress in Medical Physics
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    • v.10 no.1
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    • pp.33-40
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    • 1999
  • Purpose: To simulate and measure the signal intensity of various tissues near bone interface in 2D and 3D neurological MR images. Materials and Methods: In neurological proton density (PD) weighted images, every component in the head including cerebrospinal fluid (CSF), muscle and scalp, with the exception of bone, are visualised. It is possible to acquire images in 2D or 3D. A 2D fast spin-echo (FSE) sequence is chosen for the 2D acquisition and a 3D gradient-echo (GE) sequence is chosen for the 3D acquisition. To find out the signal intensities of CSF, muscle and fat (or scalp) for the 2D spin-echo(SE) and 3D gradient-echo (GE) imaging sequences, the theoretical signal intensities for 2D SE and 3D GE were calculated. For the 2D fast spin-echo (FSE) sequence, to produce the PD weighted image, long TR (4000 ms) and short TE$_{eff}$ (22 ms) were employed. For the 3D GE sequence, low flip angle (8$^{\circ}$) with short TR (35 ms) and short TE (3 ms) was used to produce the PD weighted contrast. Results: The 2D FSE sequence has CSF, muscle and scalp with superior image contrast and SNR of 39 - 57 while the 3D GE sequence has CSF, muscle and scalp with broadly similar image contrast and SNR of 26 - 33. SNR in the FSE image were better than those in the GE image and the skull edges appeared very clearly in the FSE image due to the edge enhancement effect in the FSE sequence. Furthermore, the contrast between CSF, muscle and scalp in the 2D FSE image was significantly better than in the 3D GE image, due to the strong signal intensities (or SNR) from CSF, muscle and scalp and enhanced edges of CSF. Conclusion: The signal intensity of various tissues near bone interface in neurological MR images has been simulated and measured. Both the simulation and imaging of the 2D SE and 3D GE sequences have CSF, fat and muscle with broadly similar image intensity and SNR's and have succeeded in getting all tissues about the same signal. However, in the 2D FSE sequence, image contrast between CSF, muscle and scalp was good and SNR was relatively high, imaging time was relatively short.

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Development of a Testing Environment for Parallel Programs based on MSC Specifications (MSC 명세를 기반으로 한 병렬 프로그램 테스팅 환경의 개발)

  • Kim, Hyeon-Soo;Bae, Hyun-Seop;Chung, In-Sang;Kwon, Yong-Rae;Chung, Young-Sik;Lee, Byung-Sun;Lee, Dong-Gil
    • Journal of KIISE:Computing Practices and Letters
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    • v.6 no.2
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    • pp.135-149
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    • 2000
  • Most of prior works on testing parallel programs have concentrated on how to guarantee the reproducibility by employing event traces exercised during executions of a program. Consequently, little work has been done to generate test cases, especially, from specifications produced from software development process. In this research work, we devise the techniques for deriving test cases automatically from the specifications written in Message Sequence Charts(MSCs) which are widely used in telecommunication areas and develop the testing environment for performing module testing of parallel programs with derived test cases. For deriving test cases from MSCs, we have to uncover the causality relations among events embedded implicitly in MSCs. For this, we devise the methods for adapting vector time stamping to MSCs, Then, valid event sequences, satisfying the causality relations, are generated and these are used as test cases. The generated test cases, written in TTCN, are translated into CHILL source codes, which interact with a target module to be tested and test the validity of behaviors of the module. Since the testing method developed in this research work extracts test cases from the MSC specifications produced front telecommunications software development process, it is not necessary to describe auxiliary specifications for testing. In audition adapting vector time stamping generates automatically the event sequences, the generated event sequences that are ones for whole system can be used for individual testing purpose.

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Variations in Temperature and Relative Humidity of Rough Rice in the Polypropylene Bulk Bag during Waiting Time for Drying (벌크 백 수확 벼의 건조대기 시간 중 온.습도 변화양상 구명)

  • Lee, Choon-Ki;Yun, Jong-Tag;Song, Jin;Jeong, Eung-Gi;Lee, Yu-Young;Kim, Wook-Han
    • KOREAN JOURNAL OF CROP SCIENCE
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    • v.55 no.4
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    • pp.339-349
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    • 2010
  • The uses of the polypropylene bulk bags having the loading capacities more than 500 kg are increasing in Korea recently as a storage container for rough rice. This study was performed to obtain the basic information on the changes of temperature and relative humidity in the bulk-bag-stored high moisture rough rice during waiting for drying. At the moisture content more than 22% on wet weight basis of paddy, the bulk-bag inside temperature rose up to more than $40^{\circ}C$ and then slid down during storage. For example, in case of Hwaseongbyeo, 26.5% moisture content of rough rice (MCRR) harvested at 46 days after heading (DAH) showed $54.5^{\circ}C$ of peak temperature at 66.8 hours after bulk-bag loading, 22.5% MCRR harvested at 52 DAH exhibited $42.0^{\circ}C$ at 81.1 hours, and 19.7% MCRR harvested at 55 DAH displayed $38.9^{\circ}C$ at 119.0 hours. There were a good linear relationship between peak temperatures of bulk-bag inside and moisture contents of paddy ($r^2$=0.89 in 2005, and 0.87 in 2006), while the slope and intercept of the linear regression equation was affected by the environmental conditions such as ambient temperatures and microbial flora. The peak temperatures increased with the rate of about $2.74-3.33^{\circ}C$ per every 1% increase of moisture content at higher moisture contents of paddy than 19%. The relative humidity varied depending on bulk-bag inside temperature and rough rice moisture content, and showed the range of 94.2% to 99.9% in the central point of the bulk-bag. The results suggested that a rapid drying treatment as soon as possible was needed to produce a good quality of rice when the paddy of high moisture more than 22% on wet basis was harvested in a bulk-bag especially at high ambient temperature.

Analyses of the Studies on Cancer-Related Quality of Life Published in Korea (암 환자 삶의 질에 대한 국내 연구논문 분석)

  • Lee Eun-Hyun;Park Hee Boong;Kim Myung Wook;Kang Sunghee;Lee Hye-Jin;Lee Won-Hee;Chun Mison
    • Radiation Oncology Journal
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    • v.20 no.4
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    • pp.359-366
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    • 2002
  • Purpose : The purpose of the present study was to analyze and evaluate prior studies published in Korea on the cancer-related quality of life, in order to make recommendations for further research. Materials and Methods : A total of 31 studies were selected from three different databases. The selected studies were analyzed according to 11 criteria, such as site of cancer, domain, independent variable, research design, self/proxy rating, single/battery instrument, translation/back translation, reliability, validity, scoring, and findings. Results : Of the 31 studies, approximately half of them were conducted using a mixed cancer group of patients. Many of the studies asserted that the concept of quality of life had a multidimensional attribute. Approximately 30% were longitudinal design studies giving information about the changes in quality of life. In all studies, except one, patients directly rated their level of quality of life. With respect to the questionnaires used for measuring the quality of life, most studies did not consider whether or not their reliability and validity had been established. In addition, when using questionnaires developed in other languages, no studies employed a translation/ back-translation technique. All studies used sum or total scoring methods when calculating the level of quality of life. The types of variables tested for their influence on qualify of life were quite limited. Conclusion : It is recommended that longitudinal design studies be peformed, using methods of data collection whose validity and reliability has been confirmed, and that studies be conducted to identify new variables having an influence on the quality of life.

A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

Effect of Myagropsis myagroides Extracts on Shelf-life and Quality of Bread (외톨개 모자반(Myagropsis myagroides) 추출물 첨가에 의한 빵의 저장성 증진 및 품질 향상 효과)

  • Lee, Chung-Jo;Choi, Jung-Su;Song, Eu-Jin;Lee, So-Young;Kim, Koth-Bong-Woo-Ri;Kim, Seo-Jin;Yoon, So-Young;Lee, So-Jeong;Park, Na-Bi;Jung, Ji-Yeon;Kwak, Ji-Hee;Kim, Tae-Wan;Park, Nyun-Ho;Ahn, Dong-Hyun
    • Korean Journal of Food Science and Technology
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    • v.42 no.1
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    • pp.50-55
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    • 2010
  • This study was conducted to investigate the shelf-life and quality of breads made with 0.5, 1 and 2% of Myagropsis myagroides fermented ethanol extracts (MOE). The total microbial count in breads made with 2% MOE decreased to about 1.6 log cycles as compared to that of breads not containing MOE. The protection index measured by rancimat increased with an increase in the quantity of MOE in the breads. During the storage period, the pH value was not different between breads containing MOE and breads not containing MOE. The lightness and redness of the breads decreased with an increase in the quantity of MOE, while the yellowness increased. In the sensory evaluation, the breads containing 0.5% MOE were more preferred than the breads not containing MOE. These results suggest that the addition of 0.5% MOE to breads has a good effect on improving the shelf-life and overall quality.

Quantity over Quality? Perception of Designating Long-Term Care Hospitals as Providers of Hospice and Palliative Care

  • Kim-Knauss, Yaeji;Jeong, Eunseok;Sim, Jin-ah;Lee, Jihye;Choo, Jiyeon;Yun, Young Ho
    • Journal of Hospice and Palliative Care
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    • v.22 no.4
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    • pp.145-155
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    • 2019
  • Purpose: Amendment to the Act on Decisions on Life-sustaining Treatment was recently enacted to designate long-term care hospitals as providers of hospice and palliative care. Despite its benefit of providing improved accessibility to end-of-life care, the amendment has raised concerns about its effect on quality of service. This study aimed to use information obtained from an expert group interview and previous studies to compare how cancer patients, family caregivers, physicians, and the general Korean population perceive the potential benefits and risks of this amendment. Methods: We conducted a multicenter cross-sectional study from July to October 2016. The included participants answered a structured questionnaire regarding the extent to which they agree or disagree with the questionnaire items indicating the potential benefits and risks of the amendment. Chi-square tests and univariate and multivariate logistic regression analyses were performed. Results: Compared with the general population, physicians agreed more that long-term care hospitals are currently not adequately equipped to provide quality hospice and palliative care. Family caregivers found improved access to long-term care hospitals more favorable but were more likely to agree that these hospitals might prioritize profits, thereby threatening the philosophy of hospice care, and that families might cease to fulfill filial responsibilities. Compared with the general population, cancer patients were more concerned about the potentially decreased service quality in this setting. Conclusion: Although potential service beneficiaries and providers expected improved accessibility of hospice and palliative care services, they were also concerned whether the system can provide adequate quality of end-of-life care.

Analysis on Subjective Image Quality Assessments for 4K-UHD Video Viewing Environments (4K-UHD 비디오 시청환경 특성분석을 위한 주관적 화질평가 분석)

  • Park, In-Kyung;Ha, Kwang-Sung;Kim, Mun-Churl;Cho, Suk-Hee;Cho, Jin-Soo
    • Journal of Broadcast Engineering
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    • v.15 no.4
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    • pp.563-581
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    • 2010
  • In this paper, we perform subjective visual quality assessments on UHD video for UHD TV services and analyze the assessment results. Demands for video services have been increased with availabilities of DTV, Internet and personal media equipments. With this trend, the demands for high definition video have also been increasing. Currently, 2K-HD ($1920{\times}1080$) video have been widely consumed over DTV, DVD, digital camcoders, security cameras and other multimedia terminals in various types, and recently digital cinema contents of 4K-UHD($3840{\times}2160$) have been popularly produced and the cameras, beam projects, display panels that support for 4K-UHD video start to come out into multimedia markets. Also it is expected that 4K-UHD service will appear soon in broadcasting and telecommunications environments. Therefore, in this paper, subjective assessments of visual quality on resolutions, color formats, frame rates and compression rates have been carried to provide basis information for standardization of signal specification of UHD video and viewing environments for future UHDTV. As the analysis on the assessments, UHD video exhibits better subjective visual quality than HD by the evaluators. Also, the 4K-UHD test sequences in YUV444 shows better subjective visual quality than the 4K-UHD test sequences in YUV422 and YUV420, but there is little perceptual difference on 4K-UHD test sequences between YUV422 and YUV420 formats. For the comparison between different frame rates, 4K-UHD test sequences of 60fps gives better subjective visual quality than those of 30fps. For bit-depth comparison, HD test sequences in 10-bit depth were little differentiated from those in 8-bit depth in subject visual quality assessment. Lastly, the larger the PSNR values of the reconstructed 4K-UHD test sequences are, the higher the subjective visual quality is. Against the viewing distances, the differences among encoded 4K-UHD test sequences were less distinguished in longer distances from the display.